GM Ridge's "Throne of Night" (Inactive)

Game Master Ridge

It has been over two centuries since the dwarves had a proper kingdom of their own, but what was lost can be reclaimed, what was broken can be reforged.

If the sons and daughters of stone are brave, cunning, and strong enough, they may yet craft a new kingdom over the old. They may yet claim a Throne of Night.


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Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Recognizing 'natural' environments & Hazards down below would fall under Knowledge (Nature), Knowledge (Geography), or Survival? Of course, none of those are class skills for Anka so she won't get that bonus. Or does Knowledge (Dungeoneering) apply? In which case, she does...
Ok, I just checked & it says Knowledge (Dungeoneering) applies to Caverns & Spelunking, so I guess it is going to be the most applicable Knowledge skill for where we are going. Great!
I will shift my point in Knowledge (Planes), to Survival if that is all right with you, GM Ridge?

Suddenly yanked from her reverie by the approach of the two scholarly members of her new 'company', Anka takes a moment to collect herself. "Be certain you pack two bedrolls," is her first response. "Once we are down deep enough, the temperature will remain constant, but you will want a second roll to place below you when you sleep. The ground will leach more heat from your body than the air."
Frowning in concentration, she continues, looking to Modnar. "We," indicating herself as well, "will need a light-source in the morning, I have yet to be able to read without one."

It's less that she knows Bards don't need to prepare spells, Hannar, and more that she doesn't yet know you can cast them...
Knowledge (Dungeoneering): 1d20 + 7 ⇒ (4) + 7 = 11, to think of other necessities. Well, that roll was pretty sad...
But it should cover the bare necessities at least. I hope.

Haphazardly, Anka mentions a few more points, trailing off after she begins repeating herself. "I was never the planner for any of our forays, mostly I was one of the camp guards. Had this one," referring to her last, "not ended so...
well, I was going to say disastrously, but now it seems not..."

Shaking her head as if to clear it, she continues. "As I was going to say, 'had this past foray not wrought such damage to our team, I would have advanced to to the van in our next', which would have 'seasoned' me somewhat."
"It seems the 'seasoning' will come all the quicker now..."
She mutters contemplatively.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar listens attentively to Anka's suggestions. "Fascinating -- I would have guessed that heat became more of a problem in the depths than cold. This is why I've argued that the clan needs more experience outside the hold."

Can darkvision not be used to read?

"If you do not mind my prying, what exactly befell your party? An attack by animals of some sort? Aggressive humanoids? Natural hazards? I ask mainly because I want to know what threats we may face once we are below the surface."

While the wizard works to sound grave, his excitement at getting to leave his research rooms is palpable.


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

You need special ink? I don't think there is a rule about that.

Satisfied that the Elders made the right decision, Dolgrin begins conferring with his uncle regarding the financing of the expedition.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Amusingly enough, Thermodynamics is something of a professional study of mine, literally, I'm almost done with my HVAC training...

"Only in some locations," Anka replies to Modnar's first comment, "Those are easily noted by signs of proximity to the plane of fire. Most of the sunless lands are of a stable temperature, which is perhaps what you would encounter here," she spreads her arms to indicate the surface world, "in mid-Autumn. Not cold, but there is a slight chill, and an unprotected body will lose heat to the earth as they sleep."
"Misfortune, for the most part."
She replies to his second, obviously not entirely comfortable with what she is about to reveal.

GM Ridge, if you would like to 'take the reins' on the tale, I have no objections, or if you would like to PM me, that works as well.


Ulfgar Baldeark wrote:
Dari Dragonbone wrote:
"Easily, friend. Easily. I'll have it for you within a half day. Look at that, he just got up working. Ain't that grand?"

"That will be perfect Dari. Uncle it is good to see you up and about." Ulfgar will wander over to see what his uncle is working on....

Her normally sickly father is currently working hard and with energy he did not possess just a few hours ago. An axe head is forming before your eyes.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

"Uncle that axe is beautiful. The lower edge, using that reverse curve will allow you to use it to pull things closer to you." closest thing I could find to my original thought "That will be very useful in close combat"

He will nod to Dari before leaving the shop. There are a few things he wants to pick up prior to going to meet his father this evening.

2 bandoliers(1gp), 1 bedroll-extra(1sp), 10 pieces chalk(1sp), Dungeoneering kit(15gp), Gear maintenance kit(5gp), and 2 grappling arrows(2gp)

Later that evening while speaking with his father he will ask about his friends. "Father, are either Eric or watch-captain Snow involved with the plot that has been found against the dwarves. I find it hard to fathom as Eric has had my life in his hands more times than I can count. And the watch-captain has always been good to us, to my knowledge at least. Now Damian, that one I wouldn't put it past." He says all this while he paces the library sipping on whiskey. hmmmm, wonder if Kragg can make whiskey? Might be nice on those cold nights


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Once the business with the enclave is done Kragg will bow to the elders and walk slowly out. Not having much to do at this time Kragg walks around till he finds a promising locale selling a new stein. Replacing the one he gave away Kragg is ready to embark on the journey in three days time. If he needs to be found Kragg will just be hanging around town.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar's face softens at Anka's discomfort. "I am sure this must be difficult for you. You need not share your tale now; we have some time before the journey begins in earnest. My questions can wait until you are ready to answer."

I hope my enthusiasm has not done any damage. We will all need to be at our sharpest for what lies ahead.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Expression softening at Modnar's words, Anka shakes her head. "We didn't get very deep, for one thing."
"As I said, there are at least a dozen dwarfs in this city alone who have delved as deep as I, for all that that is where I am most comfortable."

So of course, I have the beginings of her tale, and I wind up forgetting to make certain I bring the file in with me to work so I can finish it. It doeasn't help that I have to deal with stupid people at work...
Of course, where I work, there are always stupid people...


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker
Anka Stoneminder wrote:
Of course, where I work, there are always stupid people...

AMEN! same here


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Modnar perks up at the sound of Ulfgar shouting to the heavens from the smithy. Sorry -- couldn't help myself. :-)

In a motion to give Anka a moment to remember her journey into the Realms Below, he heeds her advice and seeks out a merchant from whom to purchase a second bedroll.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Too funny Modnar I was leaving some of those people to come home as you posted that


Ulfgar Baldeark wrote:

"Uncle that axe is beautiful. The lower edge, using that reverse curve will allow you to use it to pull things closer to you." [b]"That will be very useful in close combat"

Your uncle gives a slight smile but keeps working hard, too focused for conversation.

Quote:

Later that evening while speaking with his father he will ask about his friends. "Father, are either Eric or watch-captain Snow involved with the plot that has been found against the dwarves. I find it hard to fathom as Eric has had my life in his hands more times than I can count. And the watch-captain has always been good to us, to my knowledge at least. Now Damian, that one I wouldn't put it past." He says all this while he paces the library sipping on whiskey. [i][/i]...

Your father looks weary, but seems to understand"Between you and me? It is only because of your friends that we know this was arising. They risked their jobs and more by telling us when they found rumors. We asked them to learn more, and so they've learned more. It's...grim, but we owe them our thanks. Eric is still your friend and living proof many humans remain our allies"


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

With Torel's words the tension in Ulfgar's shoulders visibly releases, and a breath he did not know he was holding exhales through his nose.

"Thank you father, I know you didn't have to tell me but it makes me more comfortable knowing some of those left behind within the human ranks that will be looking out over you, our family and our friends within Dwarftown."

He will spend his time remaining visiting friends and talking with his mother and grandmother. Plying his Grandmother, and Kragg if they meet in the tavern, about stories from the days surrounding Dammerhall's fall.

His weapons have been sharpened and his gear repaired, to his knowledge he's ready to go.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Knowledge (Dungeoneering): 1d20 + 7 ⇒ (9) + 7 = 16

"I wasn't entirely honest, before." Anka admits as Modnar turns to make his way in search of needed gear. "About being in the support, I mean."
"I was there, when it happened. Not that I can tell you much,"
. She adds hastily, "until everything went white in a flash of brilliance, it was nothing more than we had expected. Not...
routine, by any measure, but still...
We had trained for it. Orcs, there have always been Orcs. Normally, we have the advantage with Orcs. Or at least you,"
nodding to Modnar & Hannar, "do. Not these though. Their leader was different, never saw their scrawl before either. Ugly thing, like some kind of serpent, scorched into his face. Older than I've ever seen an Orc survive to either."
"I knew about the map as well, cursed thing,"
she spits.
"It had better be a way down, or my betrothed, his father, and every other Copperbrow of our generation pissed their lives away for nothing!"

Sorry it took me so long to get this out. Life got erratically busy for a bit.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar bows his head at Anka's tale. "I had no idea precisely how severe our -- your -- losses were on this expedition. I am sorry I asked you to recount it, and I pray to Ardwal that what was gained is indeed worth what was lost.

"If you will excuse me, I must return to Stonespire to make final preparations for the journey to come."

---

That night, Modnar knocks on the door of Matriarch Mysta's private sanctum.

"Matriarch, I spoke to Anka Stoneminder about her expedition into the Realms Below. Her tale is disturbing, as she mentioned strangely marked orcs evincing magical powers beyond what we would typiclaly call the brutes' capacity. While I understand the difficulties and strain of scrying in the depths, have your divinations revealed anything about what we may face on the initial leg of the upcoming journey?"


Hannarr Diamondheart wrote:


Afterwards, on the streets of Dwarftown, Hannarr maneuvers deftly throw the celebrating crowd, his mind spinning with lists of provisions he needed, the letter requesting a sabbatical he would have to forward to the faculty and a thousand other details he needed to attend to before they departed. So engrossed was he that he almost forgot his promise to meet with Steolla. Ah right, oh bother, where was I supposed to meet her now?

For When Hannarr's player gets back:

Steola is found not far from where the crowd cheers, she seems almost startled at the good cheer spreading, and gives a slightly disbelieving smile.

When she sees you, the smile turns more open, "I haven't seen anything like this in years. I do worry it won't truly solve our problems, but it's good to see folks laugh again."

Modnar wrote:
"Matriarch, I spoke to Anka Stoneminder about her expedition into the Realms Below. Her tale is disturbing, as she mentioned strangely marked orcs evincing magical powers beyond what we would typiclaly call the brutes' capacity. While I understand the difficulties and strain of scrying in the depths, have your divinations revealed anything about what we may face on the initial leg of the upcoming journey?"

Modnar:
You are let in, though there is clearly a bustle here. While the outside city is awash in something of a party or at least good mood, here in the sanctum, things are a bit more somber.

"I am tired, young Modnar, but I have been using what energy I have to help the cause. Omens and portents are often unreliable things. I even tried to recreate your own...experiment, but it did not achieve the same results," The clanhead admits, "What has come to be is this...images of winding tunnels, of course, but also of a great glowing door closing. Knives in the dark that either end up saving you, or going into your heart. Purple skin wearing the mark of a serpent, and a slow building that will somehow make our path easier, stones laid before a path I suppose. A woman's grasping hand reaching for rocks and chains. There were little TRUE details to each, and they may have been symbolic."

------

Folks, feel free to continue your RP, but sometime tonight or tomorrow I will begin Part one in earnest. Do not worry about further supplies. I've not forgotten the promise the council made


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar's Farewell:
The young wizard chortles gently. "This is why I chose to study conjuration. I would drive myself to an early grave looking for something more concrete. I will mark what you have said, Matriarch, and I trust I will one day share with you the full meaning of these images.

"As you said at the Moot, you and the other elders may want -- or need -- to scry on our party from time to time. To aid in that endeavor, I offer this." Modnar reaches out, offering a chapbook embossed with the crest of Clan Goldrune. "Since my . . . marking, I have become somewhat of a student of our clan's history. I found this in the hold's library; it is an account of Rarma's founding of Clan Goldrune, of Dagryk's great folly, and of Torgga's efforts to rebuild. May it aid you if you need to contact us in the deeps."

Modnar turns to leave, but pauses before reaching the door. "I know we have had our differences, Matr--Mysta, but I want to thank you for giving me the honor of representing us on this voyage. I will do my best to honor our legacy and to listen to the Echoes of Creation."

The young dwarf bows slightly before making his exit.


Modnar Goldrune:
She takes the chapbook, and strokes a hand along its cover, "A fine link, most fitting. May you listen well.." She inclines her head to you as you bow.

And once Modnar is gone, she whispers to the dark, "Our fates may just be shaped by what you hear."


Chapter One: Into the Dark Frontier

Find Fasturvalt and secure a guide. Those were the goals given, but to find Fasturvalt, you must find the right passage leading to it. Prepared with a map of questionable use, supplies you yourself have brought and what was donated by the Elder Council, the journey has begun.

And each of you has much to reflect on. Ulfgar found out that someone, probably his father (Though the man isn't saying) paid already for Dari's work. Anka's confession a few days ago over the incident with the snake marked orc had triggered nightmares in her, not that she told the others about them. Modnar can only wonder if his clan watches him from afar already, the few attempts to detect magic would say either not yet, or his timing is off. Dolgrin holds the bundle Lord Tarnhammer in sacred trust, and as the journey continues, he feels more and more sure in his bones that they are on the right path. Kragg feels it too. Perhaps because they are the most favored of their respective gods on this journey and thus truly being guided, or perhaps it is just the certainty faith brings. Hannar takes notes of their journey.

Not that the start is too eventful. The human merchant (One Bert) is, in someways, the epitome of a human, talking a great deal, yet saying little of worth. While mildly curious of your business, he also knows he's been paid and that's really all he NEEDS to know, so he makes small talk that you may ignore or respond to as you like.

Still, the caravan he runs cuts your time considerably, and more importantly, allows you to preserve your rations as food is provided by the caravan. The backpack the council gave you holds more still...
including mulch powder. Ugly looking stuff, mulch powder (named for its looks and some say smell) is perfect for going into dark ways underground. Add water, and it fills out to become a hearty broth, yet because it IS powdered, it weighs much less (and takes far less space) than regular rations. It is a testament to dwarven alchemy and cullinary practicality.

No doubt you'll get sick of it.

Also within are two bowls made of light wood, a flask of oil, 50 feet of rope, three pitons, and a steel orb wrapped in a small dark bag... it needs to be, because a continual flame spell has been put upon it. No doubt a gift from the Goldrunes.

Of course, to use light below too often will be to invite attack. Good thing you're all dwarves and blessed with proper sight to pierce the gloom of darkness.

It is the second week when the caravan drops you off that you find yourselves with only your own company. Hunting in the area allows you to keep from wasting the drier rations you'll need, and gods know that venison tastes better than mulch powder.

Finally, you come to the cavern. The fluttering and shrieking sounds from the ceiling hail from the only denizens of note- Bats. Their filth speckles the rough cavern floor. At the edge of your darkvision, you see that the cavern floor has begun to slope down into darkness.

Local Knowledge Check, DC 10:
If rumors are true, this entrance is not far from the deep gnome redoubt of Fasturvalt. Follow this passage down and north. It should intersect with a major tunnel
called The Gnome King’s Highway. Fasturvalt is somewhere
to the east.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Anka says little over the course of the journey & it becomes obvious early on that the surface holds little comfort for her. The day is too bright, the sky is too vast. Whenever possible she opts to sleep during daylight hours so that she can keep watch at night. The stars are still too far away, but at least her eyes aren't hurting...
She says slightly more when no humans are present, but mostly she seems consumed with waiting, though even she doesn't seem to know if her trepidation or her anticipation of the return are the greater.

Since the DC is 10, I can try Knowledge (Local) untrained...: 1d20 + 3 ⇒ (9) + 3 = 12
Believe it or not, Anka likes mulch powder...

"There," pointing out the faint fissure, "that should take us to პირველიმარხვაშენახვის."

Gnome:
"Fasturvault"


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar adjusts the straps to his pack for roughly the eleventh time; clearly he is not used to field work.

"This is the cavern to Fasturvalt, eh? I doubt any of you will be surprised to know that this is my first journey into tunnels not made by dwarven hands. I do not know whether to be excited or terrified."

He grips a smaller-than-average hammer as he peers into the shadows of the cavern.

"Anka, is this how you reached the depths before, or did you take another path?"


For the record, it was another path, one that didn't work, obviously :)


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

I had already concluded that, but thanks for confirming.

"Not" She replies tersely. "Different. Blocked now."
Her ax at the ready, Anka scans their surroundings cautiously.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg is appreciative of the caravan ride as it keeps him from having to lug his pack by himself the entire way. Granted he is used to the weight by now but it is still a relief to not worry about it thus far.

As Bert tries to talk tot he group KRagg takes a bit of pity on him an does engage in idle gossip. He tries to make the man talk about himself more so that Kragg does not have to worry about saying anything about the expedition the dwarves are going on.

When finally dropped off at the entrance site Kragg waits for the caravan to move along before he even startst o get moving. No sense letting the humans know exactly where they are going or what they are up to for surely they would follow and investigate if there was any rumor of the dwarves finding anything of value on this trip. The first thing that Kragg does once the caravanis out of sight is to bring out his new stein and whisper a prayer to Zuth. The stein slowly fills till it is about ready to overflow with the pale weak ale that Zuth blesses Kragg with. Kragg then takes the stein and offers it to the entire group. We have come from various background and from different clans. Yet it is upon us as individuals to come together as a group to succeed where others before us have not. It won't be easy to get along always as we are a stubborn race and each thinks he or she is in the right. Let us vow hear and now at the start of this that we shall do whatever it takes to see that the group survives and succeeds so that the dwarven race can once again become what it once was. To put aside our differences in the gods we follow, our differences in clan agendas, our difference in ages and in genders. In this venture we must be as one united.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

When Anka motions to which path to follow Kragg nods his head. Very well Anka then that is the path that we should take. Any suggestions as to how to proceed forward? Anka you seem to prefer the underground more than most dwarves. Should you lead this expedition or shall we have another take the fore. Perhaps Ulfgarr with you following close behind. Then Dolgrin, Modnar and finally myself in the back.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Ulfgar adjust the straps on his pack so that they do not interfere with his bandoliers and vice versa. The pack, though well used and a comfortable companion in and of itself; was now being matched up to the crossed bandoliers and the various knives that they now held. The most cherished being the brace that Dari had fashioned. When he tried to pay she said that they had already been taken care of; and in a true show of dwarven stubbornness would not tell him how! Fingering the family crest he'd come to believe during the caravan trip that his father must be behind it. They would be well taken care of in his absence, father had also told him the widows he assisted each week would continue to be cared for as well.

Much of the trip with the caravan he listened idly to Kragg and more so Bert talk. Both having been more widely traveled than he, he enjoyed the descriptions of the places they had traveled to, the ales they had tasted, and well we'll stop at that point of the conversational description..ehmm.

Listening to Kragg's challenge and pledge to the group...Ulfgar steps to the fore accepting the mug from Kragg and taking a small gulp it is ale after all
"Aye we need to be supporting each other in this venture. There will likely be many places we will not have anyone else to turn to other than ourselves. For the purpose of this venture we need not to be individuals from six different clans but of one, Clan Dammerhall! Though we have been together but a short time I pledge to the group I will stand up to those that oppose it even to the point of laying my life down for it's success."
"Anka's kith and kin have already paid a huge sacrifice for the information we have. We will not let it be in vain!"
Ulfgar steps back, looking slightly confused as he has previously been one of few words in public, believing actions speak far better than words.

Later hearing Kragg's suggestion for a lineup.
"From her time spent in the deep mines, Anka's sight is a fair bit better than mine in the dark but I would be glad to walk to her fore and keep watch for anything that is close by while allowing her to focus further down the path. Beside with my hammer, I can cover a wide area and in the front have more room to swing." The last bit said with an grim smile.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

With each moment Modnar stands before the cavern entrance, the wizard's enthusiasm wanes a bit more.

Perhaps one of the Circle's evokers would have served the expedition better. Are my abilities up to the task before us?

Focused on the darkness before him, Modnar almost jumps out of his boots when Kragg begins his speech. Ulfgar's response to the challenge of solidarity stirs something in the young dwarf's soul -- something the tortuous intrigues of Stonespire Hold had taught him to suppress.

"Indeed, Ulfgar. I have no doubt in the days ahead that I will come to rely on each of you in ways unlike many of my own clansfolk. May the Brothers allow me to be as valuable an ally to you."

Modnar takes the stein from Ulfgar and takes a swallow of the offered ale. Apprehension shadows his features again as his eyes return to the passage ahead of them.

"I leave the tactical arrangements of our travels to those skilled in such matters. I agree that I might not make the best rear guard once the journey begins in earnest."


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Dolgrin cannot contain his excitement at the coming expedition.

We stand here as True Dwarves, at the brink of history. The Father Under the Mountain blesses our travails as both Holy and Righteous. We shall not fail. We shall go into the Azathyr and reclaim our home. A Dwarfhome! Dammerhall! he booms out as the tiny dwarven band gets closer to the looming cavern mouth.


Hannarr nods his agreement to whatever position is required for now. The good archeologist has been taking notes.

After positions are finally sorted, the dwarves begin their first steps into the cavern, and out of the sun. It's a sun that they may not see again for quite a long time but then, some would say that burning orb has been no sign of luck for the dwarves. Moving through the splattered array of bat guano on the floor, the party feels old instincts arise. Even those who rarely spent anytime underground feel an odd tie to the depths. A slight feel for the lean and grade of the earth settles on them.

Some say such a feel for the stone was a gift of Ardwal, the divine prince under the mountain who made the dwarves his own. Of the shadow warden's blood the dwarves were made, and in that blood they feel the certainty of step underground that few races ever will. Some of you will feel it more than others. Some dwarves can still feel slightly claustrophobic though they are teased for it. Others find they are far more at ease encased with stone on all sides, especially above, than they ever were under a blue and apathetic sky: to those sorts of dwarves, this feels like going home.

Most are in between.

Having left the cavern, you find yourselves thankfully beyond the worst of bat filth as the slope of the tunnel continues to guide you down. The tunnel itself is ten feet across, allowing plenty of room to shift who takes point if need be at this time. With no sun, the darkvision you possess turns the rough walls of the natural passage into a mosaic of blacks, whites, and shimmering grays.

You have entered what some call the Azathyr. The shallowest of the deep, the Azathyr is still alien to the surface. Dark, damp, and cool, many humans might find it a touch on the chilly side. Ulfgar and Anka both know that water will not be a problem here. Trickles of water can be heard now and then, gifts from surface drip. They also know that if a proper stream is found, it can often be used as a guide. Even here, water goes down hill.

Food, however, will be a problem. One can not just pluck up mushrooms willy nilly, that is a path to death. Fortunately, for this first leg, you are well provided. A choice of regular hard tack and traveling rations, or the mulch powder given will serve... for now at least.

But the terrain is rough, craggy, and consists of shifting elevations, winding tunnels, and even for dwarves a chance of getting lost. This is land that asks you to take it slow, and indeed, requires it. You would guess you're making travel at anywhere from 7 to 9 miles a day.

You take watches when you rest, and little eventful happens, but on the third day, well away from the cavern you began this descent into, a sudden shuddering wracks the very earth you walk within.

The earth strains, and heaves, while none of you trip or fall, you need to hold very still to keep from doing so.

And then, just as abruptly as it started, the shaking is done.

Knowledge Nature or Dungeoneering, DC 15:
That could have been an earth quake, and if so, what damage it did nor didn't do depends a great deal on where it came from which is impossible to tell, but old passages could now be closed, and new ones opened. Who knows?


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

kn:nature: 1d20 + 4 ⇒ (9) + 4 = 13
kn:dungeoneering: 1d20 + 4 ⇒ (15) + 4 = 19 ahh there we go

"Steady all, occasionally the earth will shift causing such shaking as we just felt. We are fine here but paths ahead or behind may no longer be passable..... Then again old ways long lost may now be open again. Beware moving forward, the ceiling or floor may suddenly give way having been loosened just now."

Ulfgar readjust his pack settling it and the rest of his equipment back into a comfortable position to continue forward.

perception: 1d20 + 5 ⇒ (6) + 5 = 11 +2 to notice unusual stonework(worked passage once lost now visible again.)

must still be a bit dusty from the recent earthquake


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

"You're saying we may be trapped down here after that. That certainly puts my mind at ease. Are there signs by which we might recognize hazardous areas?"

Modnar's knuckles whiten as he tightens his grip on his hammer.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Laying a hand on the younger dwarf's shoulder.

"Easy Modnar, all will be well. The brothers would not have sent us on this quest only to have it ended before we got anywhere. As to your question, are there signs? That's a good question, sometimes yes and others no. Ceiling and walls may show cracks that indicate they have weakened structurally, while if the ground has broken loose underneath the flooring you may never see it before it gives way. But fret not. Stay on your toes and walk lightly, figuratively and literally; at least for a dwarf that is." The last part is said with a smile and a light heart, no intention to scare the younger dwarf.

Turning to Anka...
"Anka, have you better answers for Modnar here? While I've spent plenty of time in troll and orc hidey holes you spent more time deep than I have."


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Because I can due to old age...

know nature 1d20 + 3 ⇒ (12) + 3 = 15
know dungeoneering 1d20 + 3 ⇒ (10) + 3 = 13

Kragg was never one to explore the underground crevasses like other dwarves longed to. Yet neither was he shy about traversing the path that perhaps none in the last 100 years had tread. After the leaving the cave filled with bats the trek became a steady grind that only a dwarf could appreciate. The stubbornness of the dwarven race was a true testament to their tenacity to overcome the path laid out before them. For 2 days they had traveled on a winding course that lead steadily deeper into the bowels of the underground. How far down they had actually went only a dwarf would know.

On the third day out from the surface the first change came over the deep. A rumbling sound that shook you to the very core...

Kragg places a hand on the wall of the tunnel that they had been traveling down and closes his eyes. It seems like he is trying to get a feel for the stone itself as it trembles around him. What you say is true Ulfgar. What once was, now is perhaps not. Yet I feel as if this was not just any earthquake. It is an omen but of what I do not know. Dwarves have not tread on this path for more than a century. Perhaps the stone is remembering what it was like for us to walk along it. It is waking up after a long sleep and we have felt the first of its morning stretches. The second possibility is that it is a warning to all of us to watch carefully where we are going. Danger lurks around every bend and if we are unwary we will be swallowed up whole and trapped down here.

As Ulfgar cautioned, walk carefully but with purpose.

perception from the back 1d20 + 4 ⇒ (10) + 4 = 14


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My first bot for her, hope I do Anka justice

Anka listens to Modnar, Ulfgar, and Kragg in that order and shrugs, "If Kragg is right and the divine is involved there's not much I can say, by the fourth hell, even if not, quakes aren't easy judge until you come upon whatever damage they've done and by then its too late, but we're just shaken up, and by tremor standards that's nothing to complain about. Just watch for slopes that seem TOO smooth, may have been formed by water, and sometimes a floodrush will shoot through after a shaking and drown whatever fool thought he had an easy path. In a way, this uneven pass is a good sign."


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Dolgrin listens to Anka, glad to have a seasoned guide among them. His travels had been on the surface, so he was ill prepared for this new landscape.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Hannarr spends most of the caravan ride busily taking notes of the surrounding area and chatting amicably with the humans accompanying them.

When they began their descent into the tunnels he was reminded of home. The good and the bad of his childhood came flooding back. The tremor reminded him of how out of practice to living under the earth he had become.

He tries to stay near the head of the marching order, but keeps falling behind as he stops to notate their progression or study a particularly fascinating calcite formation.


With nothing to be done about quakes or the like, the group presses onward. Shifts are taken during the sleep cycles, with each dwarf getting his or her turn at getting used to this dark frontier they have entered. After days below, most of you begin to get used to the cool temperature if you weren't already.

The Azathyr might seem desolate, but there is sound here, the music of the water moving along the stone, the flutter or skitter of some small animal, though that's rare at this point. And it is even pretty, a black, white and gray mosiac to your vision, sometimes you almost seem flickers of purple. Perhaps there are materials in the walls that cause your darkvision to see beyond its usual spectrum. Alas, there's really little time to find out. You must keep moving.

The fourth day you find the turn off to what maybe the Gnome King's Highway and start to head east. This new passage is wider still, well over twenty feet wide in fact. Clusters of stalagmites that extend even further beyond could be traversed by foot, though one would have to climb abit to get to the higher embankment and even then it would be slow going compared to the sudden and relatively smooth road crafted from the central part.

One thing you definitely notice is that in the middle of this smooth passage is a wheel, a single wagon wheel in fact. It's not made of wood, but instead some white oddly fibrous material

Knowledge Nature DC 10:
This wheel is actually crafted from a mushroom, and said mushroom must have been as tall as a tree to be used so. It looks and feels almost as sturdy as wood


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

We are getting close. Look there, signs of habitation. Dolgrin calls, seeing the wheel.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar looks quizzically at the wheel. "That does not look like any wood or stone I have ever seen. Do the svirfneblin have a way to make solid objects of twine?"


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Know check 1d20 + 3 ⇒ (13) + 3 = 16

Kragg inspects the wheel closely before standing up to speak. I don't know if it was svirfneblin but someone made this out of a giant mushroom. What type of mushroom I don't know as I have never heard of mushrooms grown to this size. regardless of its origin Dolgrim is right. There are others present and we must now be on watch not only for natural hazards but crafted ones as well.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

kn:nature: 1d20 + 4 ⇒ (16) + 4 = 20

Ulfgar stoops down to inspect the wheel and agrees with Kraggs assessment and warning but stands back IP with a troubled look.

"My only question is why it it HERE? You normally go to the wheelwrights not leave them laying around without a wreck for it to go with."

perception: 1d20 + 7 ⇒ (2) + 7 = 9 looking around for an ambush.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Well, this is a rather smooth passage. Anka, didn't you mention that is a sign of water movement? Perhaps this wheel is flotsam, washed away from some other wreckage. Hannarr inspects the wheel for signs of damage and age. After that, he stands up, dusts off his knees and says, Well we've likely learned all we can from this. Lets keep moving.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg inspects it a bit more trying to pickit up and roll it along to see how well it holds up. After Hannarr mentions it is possible flotsam he looks for water damage as well. If it do not weight too much he will take it with him should they find a place to use a wheel on this road.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar's eyes widen at the mention of the wheel's material.

"A . . . mushroom!? Mushrooms exist down here that are strong enough to use as building materials? How has my clan lost the tales of this Azathyr?"


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

"True Hannar, maybe that does explain the wheel's presence here. Shall we move on then?"

Ulfgar will move back into the lead, although you do notice he loosens one of the straps securing his hammer. I hope Hannar is correct, need to get moving though


"I know what I said, but in this case, might be an actual road..." Anka admits looking at the ground they walk on, "I think there were once tiles here. Maybe someone stole em?" Then she shakes her head, "Nah, that's daft. Who'd take miles of stone tiles when there' stone all around." Like the rest of you she moves on.
mmm possible GM mislead without intending to so...
Hannarr 1d20 + 4 ⇒ (10) + 4 = 14
Anka 1d20 ⇒ 19
dolgrin 1d20 ⇒ 10
Kragg 1d20 + 4 ⇒ (18) + 4 = 22
Ulfgar1d20 + 7 ⇒ (15) + 7 = 22
Modnar 1d20 + 4 ⇒ (20) + 4 = 24

Someone 1d20 + 7 ⇒ (20) + 7 = 27
Someone 1d20 + 15 ⇒ (19) + 15 = 34

Your group travels a bit further, but Modnar has the damnedest feeling they're being watched, or something.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

For some reason Modnar cannot explain, he keeps feeling like he should be looking behind the party.

"Perhaps it is just my unease with these tunnels, but something about our situation seems . . . wrong, somehow. Am I the only one getting this feeling?"

The wizard keeps darting his head from side to side, even looking toward the dark heights of the cavern in an attempt to identify the source of his trepidation.


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Dolgrin turns to Modnar Do you have some arcane way of finding danger? he asks, he eyes darting about. I will not let this expedition fail under my watch!


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar slaps his forehead at Dolgrin's suggestion. "My nervousness must be clouding my judgment. While I am no expert at scrying or divination, I can search for any latent magical auras in the region."

The wizard makes a few gestures and mouths an arcane syllable, then begins peering around intently.

Casting detect magic and scanning as concentration allows. Thanks for the nudge!

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